, because i am not able to feel the thrill through blueprints, please guide me through a learning curve to do this
You generally do want to use blueprints to configure the objects you place in the editor.
So, at a minimum, you will create a blueprint that derives from your C++ AActor class, and use this to configure all the default values, and then drag copies of that blueprint into the level in the editor to actually place the objects.
Anyway – create a new C++ project. Choose “add new C++ subclass.” Choose to subclass AActor, and add whatever properties you want. Do something interesting in an overridden Tick(). Enjoy!
There’s some more information here: